The Last Train to Blue Moon Canyon Walkthrough

Welcome to my Last Train to Blue Moon Canyon walk-through. (-: If you're new to my series of low-spoiler computer game walkthroughs, the idea is to point players
towards things they might not have tried in each game rather than giving away puzzle solutions or offering step-by-step instructions.

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These Nancy Drew games are structured a little differently than most graphic adventure games, though. In particular, you can solve most of the game's puzzles in
any order you feel like, making a chronological walkthrough of little use. The physical area of Last Train to Blue Moon Canyon is so small that
it makes more sense to use a CRPG-style area guide rather than breaking the game down into chronological chapters.
I've included a checklist of important tasks at the
beginning and one of optional tasks at the end. Note that I don't tell you how to solve any of the puzzles--just where they are. If you've found a puzzle
but just can't seem to get it right no matter what you do, UHS is a good place to go for a
single hint that won't spoil the rest of the game for you.

The Last Train to Blue Moon Canyon: Key Tasks

If you find yourself getting stuck in the game, keep in mind that plot advancement is often arbitrary.
If nothing is happening, you need to make sure that you have spoken to everyone until they have nothing
more to say, looked around every area to see if there are any objects you haven't noticed,
and used every object in your inventory. If all those things fail, take a look at this checklist of important tasks you will need to complete to solve the game
(the order is somewhat up to you):

1) Talk to all the NPC's. Repeatedly. Having certain conversations with them is necessary for the plot to progress. Bess and George will need to be called
once for some information, but are otherwise optional.

2) Solve the scale puzzle for the symbols OWL and CHERRY. (You will need two inventory items to do this.)

3) Solve the random 'puzzle' to unlock the gold door to the caboose. (You must have solved #2 to accomplish this.)

4) Solve a picture puzzle in the table in the sleeping car.

5) Solve the horse-jumping puzzle in John's room.

6) Solve the puzzle box in Tino's room.

7) Solve the word search puzzle in the caboose.

8) Solve the dancing puzzle in the caboose.

9) Solve the dolls puzzle in the caboose.

10) Solve the scale puzzle for the symbols SQUARE and DUCK (You will need two inventory items to do this.)

11) Once you've completed all of the puzzles #2-10 and talked completely to all NPC's (including the Hardy Boys,) the train should
arrive at Copper Gorge, where you will meet a new NPC (sort of) and be able to solve a new battery of puzzles.

12) Run an errand for Fatima. This is one of those goose-chase errands where you end up having do play a game with Tino so that he will give you
something for Charleena so that she will give you something for Fatima.

13) Win at both of the games in the taffy shop. (They are both random games of chance, so don't spend any time trying to figure them out.)

14) Figure out how to get into Camille's crypt.

15) Solve the puzzle on Camille's coffin.

16) Solve the puzzle on Jake's trunk.

17) Solve the I Love Lucy candy-sorting task.

18) As Frank, solve the burger-slinging task.

19) Make rubbings of the pillars in Camille's crypt.

20) Solve the piano puzzle in John's room. (It's OK if John has come back before you get to this-- he'll let you use the piano now.)

21) Connect the pipes behind the four grates in John's room, Tino's room, the sleeping car and the dining car. These all work the same way, but you will have to
solve puzzles to open the grates in all the rooms except Tino's.

22) Solve a puzzle box to get duct tape from John.

23) Once you've completed all of the puzzles #12-22, you will have everything you need to solve the big mechanical puzzle in the projector room, at
which point the train will move to a new location again.

24) Solve another random 'puzzle' to operate the cannon.

25) Explore the maze until you have located all the symbols. (The color-coded hints for how to get through the maze with no wrong turns are a waste of
time; you must explore all the dead ends first anyway or you won't be able to solve the puzzle at the end.)

26) Solve the puzzle at the end of the maze.

27) Escape from the mine in the final timed sequence.

And that's it, you've won!

The Last Train to Blue Moon Canyon: Area Guide

The Dining Car

This is the train compartment you begin the game in.
*This is where you can find Charleena, one of the four main NPC's in the game. You'll need to return to talk to her many times in order for the plot to advance.
*This is also where the Hardy Boys hang out. You will need to talk to them at several plot points.
*There's a telephone in here which you can use to bother the engineer if you're so inclined.
*One of the gemstones you need for a later puzzle is hidden in this room.
*There is a trunk in here which contains a label that has a clue on it.
*There are a pair of doll shoes here that are a clue.
*The steam valve here will be used by Nancy later in the game (when the train is not moving.)
*The eagle picture and the stove with pictures on its door are part of a puzzle you will eventually
need to solve. Once you have solved it, there is another puzzle behind the eagle picture.

The Sleeping Car

*Sometimes you will see strange light effects through the window as you pass through here.
*One of the gemstones you need for a later puzzle is hidden in this room.
*There is a puzzle to solve in the little end table, yielding a clue if you solve it properly.
*There is a grate on the wall which is a puzzle; once you have successfully opened it there is another puzzle hidden behind it.
*There is a poem on the wall with a clue in it.

Camille's Car

*This is where you can find John, one of the four main NPC's in the game. You'll need to return to talk to him many times in order for the plot to advance.
*There is a plot item hidden in this room.
*After the emergency brake is pulled, you can find an interesting clue in here.
*There is a piano here, which Nancy will need to use to solve a puzzle once John has left the room in order to acquire a plot item.
*There is a horse-jumping puzzle to solve here, giving you an important plot item once you solve it.
*There are some strange bolts in the wall here which will lead to a puzzle once you figure out how to open them.
*There is a book titled "Samplers" which contains information you will need to solve another puzzle.
*There are several clues about dolls in this room: two hidden pieces of paper, one doll part you can look
at, and one portrait of a doll.
*There is another piece of paper with a clue about the piano puzzle.
*And finally, there's another clue in the sewing sampler on the wall (besides the picture of the doll.)
*There are also photographs of Jake and Ruth Kensington in here, but neither does anything as far as I know.

Jake's Car

*This is where you can find Tino, one of the four main NPC's in the game. You'll need to return to talk to him many times in order for the plot to advance.
*Two of the gemstones you need for a later puzzle are hidden in this room.
*There are two other plot objects in here, but you cannot take them until Nancy has learned she needs them.
*There's a pipe puzzle in the wall for you to solve.
*There's a puzzle box here that you will eventually need to solve. It contains two important clues.
*The periodic table on the wall contains a clue.
*There are three doll clues in here, two in the portrait of Camille and one on a hidden piece of paper.

Projector Car

*The scale outside this room is a puzzle. You will need to solve it to open the door.
*One of the gemstones you need for a later puzzle is hidden in this room.
*There's a password puzzle here which will yield a map when you solve it.
*The chest of drawers has a plot item and several clues in it: one about colors, one about a doll, and one about using the projector.

Caboose

*The door to the caboose is locked. You have to solve a random "super simon" style game to open it.
*Once you've 'rescued' her, this is where you can find Lori, one of the four main NPC's in the game. You'll need to return to talk to her many times in order for the plot to advance.
*There's an important object in the chest here.
*There's a word find puzzle here to solve.
*The dance floor is a puzzle.
*When you have solved the dance puzzle, the locked cabinet will open to reveal another puzzle. (You'll get two plot objects and some pictures out of this one.)

Copper Gorge Museum

*This is where you can find Fatima (she's dressed up in a miner costume.)
She's not really a character, per se-- you can't interrogate her and she's irrelevant to the plot-- but you do have to complete several tasks for her in order to acquire the various items you need to finish the game.
*There are two games in here which you will have to beat, the Gold Rush and the Horse Race. Both are
basically random, but you need to beat them to win a plot item.

Camille's Crypt

*The door is locked and you will have to solve an inventory puzzle to open it.
*There is a plot item hidden in here.
*There is a puzzle to solve in order to acquire another plot item.
*There is a clue in the stained glass window, and clues on the four pillars.

Jake's Mine

This is the final endgame area. There is nothing that could possibly be missed here-- solve the
string of puzzles and watch the ending cutscene, you're done!

*Found the button under the dining room table that Lori used for her disappearing act?
*Seen a ghostly figure through one of the windows in the sleeping car? (To see it you first have to have examined the photo of Camille in

Charleena's room, then turn to face the window whose blind is furthest open. John will have interesting comments about it if you ask him.)
*Found out what the argument between Lori and Charleena was about?
*Gotten Tino back together with Lori?
*Gotten Tino to tell you what happened with the emergency brake?
*Called the train engineer on the kitchen phone?